Make the delay of the chat messages timing out unrelated to the number of passed game days, i.e. do not stop aging chat messages when the server is paused, and make the timeout user configurable [FS#532] (r21513, r21512)

[NewGRF] Use the station graphics property to determine a fallback for the depot sprites [FS#4279] (r21473)

Add explicit make 'shared orders' an option in the orders menu (r21464)

Make it more clear that you are stopping a shared order, and make it possible retain the order list upon unsharing [FS#3711] (r21461)

Hotkey Ctrl+W for returning to the main menu [FS#3217] (r21459)

Scroll to the inserted order [FS#4215] (r21457)

Building while paused always works in the scenario editor [FS#1521] (r21430)

Perform the compression of savegames to send to the client asynchronously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression) [FS#4284] (r21399)

Do not store savegames to disk when transferring it from the server to a client (r21398, r21397)

Use alphabetical order when sorting industries by type at the industry directory window (r21389)

Allow entering of the new year in a text box when cheating the year [FS#4289] (r21388)

Support for limiting the amount of (accepted) incoming data for a server (r21363)

XZ/LZMA2 savegame support. New default reduces savegame size by 10 to 30% with slightly more CPU usage. With maximum settings it reduces savegame size by 20 to 30%, but that takes 7 to 14 times longer. Map saving + downloading takes, on average, 5% less (r21044)

Chat directly to the server or a bot/admin/IRC channel monitoring the server (r21000)

Remote administration (r20975-r20963)

[NewGRF] The concept of minimum loadable version to NewGRFs when choosing compatible NewGRFs (r20960, r20958)

Center new extra viewports on the tile below the mouse. Only center on center of main viewport if mouse is not in any viewport (r20956)

[NewGRF] Make it possible to distinguish player built/randomly placed industries in the location and land slope check callbacks (r20942)

Highlight all destination tiles when building a lock [FS#4153] (r20932)

Transfer orders imply 'leave empty' by default [FS#3905] (r20927)

Allow to select a custom percentage of water in the map generation window (r20832)

Make it possible to select vehicle to clone and vehicle to clone orders from directly from vehicle lists and depot window [FS#3999] (r20753)

[NewGRF] Air drag property support for trains and road vehicles. Air drag for vehicles with air drag not set or set to zero will use a default value depending on their max speed (r20303, r20302, r20301, r20300, r20299)

Give depots an unique name in the same manner buoys and waypoints are named. Also allow them to be custom named [FS#3691] (r19801, r19799)

Hide all other industries when Ctrl+clicking an industry type in smallmap legend (r19770)

[NewGRF] Access to random bits of houses and industries from construction callbacks 17, 28 and 2F. That is: The random bits the house/industry will start with, if construction succeeds [FS#3477] (r19744)

A simple sprite alignment helper. It does not store the new offsets anywhere so as soon as the sprite is reloaded the offsets are gone (use a bigger sprite cache if this happens). Also anything that reloads NewGRFs (new games, loading games or (re)applying NewGRFs) clears the sprite cache and as such resets the offsets (r19723)

Make it possible to start actions that require selecting stuff (landscaping, vehicle cloning, etc) in the viewport while paused. As side-effect you will get an error message explaining the command cannot be executed because the game is paused instead of seemingly nothing happening when you click. Additional side effect of this is that you can make use of the measurement tooltip while paused [FS#4292] (r21480)

Make building aqueducts behave more like building tunnels. They cannot be built on flat (or foundationed) tiles, so there is at most one destination tile like there is only one for tunnels [FS#4153] (r21471)

Place the bridge building window under the mouse instead of somewhere randomly on the screen and change the default sort order [FS#3975] (r21460)

Make sure the client is listening, or rather receiving, our frames (r21361)

Read some metadata from (official) source tarballs so you will more likely get the right version/revision out-of-the-box (r21351)

Be more explicit that the game state can get broken by changing NewGRFs (r21335)

Use the last red instead of last red exit penalty for making sure other waypoint entries are evaluated as well when they are occupied, e.g. when there are no signals before the waypoint but a train just beyond the waypoint is stopped (like for stations) (r21271)

Do not receive money for removing the rail of non-rail rail station tiles, i.e. rail station tiles for which the NewGRF has prevented trains to be routed through (r21266)

Show a different 'lag' message when a client is lagging because of connection trouble or lagging because the client is just slow (r21254)

Mention the OpenTTD version on the console/logs when starting an OpenTTD dedicated server like we mention it in the title bar for the GUI version (r21253)

Filter stations by cargo they have a rating for instead of having cargo waiting [FS#4206] (r21144)

Limit the number of exceptions in the refittable cargo list to 7 (r21083)

Tuned realistic acceleration to be a bit more realistic in order to make acceleration 'slower', which highlights the differences between vehicle types more (r21106)

Do not make client reconnect waiting time depend on the company; in coop games that does not spread clients at all, and most companies have a low number causing it not to be spread out either. Use the ClientID instead. (r21008)

Add installing options or rather options to not install certain documentation, in a similar way to GRFCodec/catcodec (r20999)

Only display liveries in the livery window if they are used by some vehicle somewhen (r20849)

Add the default installation directory of lzo/zlib for Mac OS X/MinGW to the paths where (the headers of) those libraries are searched [FS#3638] (r19285)

Fixed:

Crash due to cargo payments belonging to a non-existing company [FS#4324] (r21605)

Company league table used stats from two quarters ago instead of last quarter [FS#4323] (r21601)

The default visual effect only depends on properties of the Engine (wagon or not, tractiontype, ...), not whether it is used as articulated part, front engine or whatever in a specific consist [FS#4275] (r21598)

Under some circumstances two vehicles could leave a non drive-through road stop at once [FS#3935] (r21263)

[NewGRF] Custom station foundations using the 'simple foundations'-method did not draw any sprite for WSE-slopes when there are foundations on both neighboured tiles in the north. As there must be at least one sprite to provide the correct offset for the groundsprite draw the (empty) default foundation sprite in that case [FS#4246] (r21262)

The main menu error messages would not show when you had an error message open in the game while whatever triggered you to go back to the main menu (r21255)

Rescanning AIs did not 'forget' removed AIs [FS#3952] (r21250)

Upon rescanning AIs the new AIs would (after some time) show up in the AI list but you could not select all (r21246)

[NewGRF] The specs' cargo strings and OpenTTD's use of the clashed. Provide properties so NewGRFs can provide cargo strings tailored for OpenTTD while retaining (some) backward compatibility [FS#4172] (r21224)

Use proper plural for the short cargo unit names (r21223)

Under some conditions, group count would be wrong after moving train engines in the depot window [FS#4207] (r21205)

[OSX] Do not let the mouse cursor jump when switching to full screen mode (r21200)

[OSX] Finding a fallback font failed when compiling for OSX 10.4 as it tried to match also OpenTTD-specific control characters [FS#4001] (r21197)

Use non-interactive randomness for townnames on map generation, so they are controlled by the generation seed as well [FS#4226] (r21192)

[OSX] Unify compiler flags with other OS and work around a compiler bug in gcc-4.0.1 which breaks graphics display in x86_64 binaries [FS#4210] (r21149)

Station list was not updated when a new cargo got a rating (r21145)

Station ratings were not updated (anymore) after an aircraft crashed (r21137)

Bridge speed limits should apply to all wagons of a vehicle, not just the head of the vehicle [FS#4213] (r21136)

Helicopter flight altitude was determined inconsistently in different places (r21119)

Do not use the maximum track speed where the maximum vehicle speed is meant (r21107)

Display the real maximum speed for aircraft instead of always using the engine value (r21096)

Aircraft speed would ignore callback 36 result when it is greater than the engine speed (r21094)

[OSX] Mouse cursor would leave footprint with 8bpp blitter when switching to full screen (r21037)

[OSX] Properly set the palette when using the 8bpp blitter during start-up (r21036)

Center industry gui and waypoint gui after resize [FS#4171] (r21021)

Draw bridge pillars with correct length on all tile corners by drawing only half of the pillar sprite if required (r20950, r20947)

Accidentally moving the mouse of the scrollbar arrows while pressing it clicks the button next to the arrow [FS#4071] (r20922)

Refit costs were not shown for long cargo names [FS#4160] (r20921)

When using non-smooth or NewGRF-economy changing production rates does not work, so allow changing the production multiplier instead (r20901)

The station with the second highest rating was doubly penalised when distributing cargo. Now the penalty is completely removed and the granularity/precision of the distribution in increased by using fractional cargo. This should make competing stations less all-or-nothing [FS#3637] (r20857)

Make sure (gradual) loading is properly terminated for consists with multiple cargo types. Do not stop loading if the timetabled wait is not over yet [FS#2534] (r20843)

Place less trees at once when planting random trees at the scenario editor [FS#4094] (r20829)

Do not use new game settings when creating many random towns/industries at the scenario editor [FS#4094] (r20712, r20711)

When building a lock, do not add the cost of building canals if they are already built, pay for clearing the other tiles and do not add the first bridge type's cost to aqueducts (r19719, r19718, r19717)

- Show 'plant trees' button lowered on the terraform toolbar, like how other buttons are lowered when you selected a 'build' action [FS#4315] (r21539)
- When building a lock, do not add the cost of building canals if they are already built, pay for clearing the other tiles and do not add the first bridge type's cost to aqueducts (r19719, r19718, r19717)